Don’t miss a single vital companion, location or piece of equipment in our Baldur’s Gate 3 Act 1 Checklist: All Things to Complete guide!

In Baldur’s Gate 3, Act 1 does a lot of heavy lifting as it sets up thestoryto come, introduces to you almost all of your potential companions, and hides plenty of quality gear behind puzzles and secret doors. Getting a good start in Act 1 is vitally important to the story you will experience in the following two acts of the game. The sheer amount of content in Act 1 can be overwhelming sometimes. Therefore, our Baldur’s Gate 3 Act 1 Checklist: All Things to Complete guide is here to help!

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This guidehas been updated for thePatch 8version of Baldur’s Gate 3.

All Things to Complete in Act 1 of Baldur’s Gate 3

The most important things to do in Act 1 are recruit companions, find quality gear, and unlock permanent bonuses.Furthermore, you should initiate certain story threads/quests that will have significant follow-ups in the later game.

Act 1 officially begins after the nautiloid ship crashes onto the beach. The short story/tutorial section while on the doomed ship is regarded as the Prologue. It’s fairly straightforward, but don’t forget to grab theEverburn Bladewhile you’re there.

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The official end of Act 1 can be a bit confusing for newcomers to understand. There are a few points where you can leave the main Act 1 map and explore other areas. We’ll explain those below. For now, know that Act 1 officially ends when you enter the Shadow-Cursed Lands. At that point, you can no longer return to any Act 1 area.

This guide will include the most important things to find from the Ravaged Beach to Crèche Y’llek, in the recommended order of approach. However, if you decide to go to another area in a different order, you may still use the relevant section in our guide to find what you need. This Baldur’s Gate 3 Act 1 Checklist divides the map into the important named areas/locations, and gives you all the information for all the vital companions, quests, and gear you’ll want to find.

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Baldur’s Gate 3 Act 1 Major Locations List:

Ravaged Beach

Once you recover on the Ravaged Beach, the most important step will be finding your futurecompanions. Be careful, as although some will give you more than one chance to recruit them, you can also fail at this. Moreover, you can even kill them (either accidentally or on purpose). However, you’re likely going to want to have at least three so that you can travel and fight with a full group.

Additionally, most of the companions all have different classes and this can help you put together awell-balanced partywhich you’re able to customize to different encounters. Finally, many of the main companions such as Lae’zel, Shadowheart, Gale, and Astarion have strong personal quests and arcs which tie in nicely with the main story. To see these stories play out, and to benefit from the potential gear and loot you can find on these side quests, you’ll want to recruit as many of these companions as you can.

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Companions

Dank Crypt

Next in our Baldur’s Gate 3 Act 1 Checklist is the Dank Crypt. You can find the ruins just north of the crashed nautiloid, and the most important thing to do here is to find an NPC namedWithers. By interacting with him, Withers joins you at your camp. Consequently, you’ll be able to use him to change your or your companion’s class/subclass. Additionally, Withers can revive fallen companions for a small fee of 200 gold.

There are two ways to enter the chapel. The first is through a locked entrance to the south, right next to the Overgrown Ruins waypoint. First, you’ll need to have a lock pick. Secondly, to boost your chances of success it’s best to have a Rogue class like Astarion in the party. Unless your character is a Rogue, too, he will have the highestSleight of Handskill. Moreover, you’ll also need him to disarm a bunch of traps in the room beyond.

Baldur’s Gate 3 Act 1 Checklist All Things to Complete

Otherwise, the other option for getting inside is by entering from the top. Head east from where you found Lae’zel in the trap. There are some bandits here and you can sneak up on them and attack them with Advantage. Look up and shoot down the big block to kill two of them instantly. The door inside is to the north and you’ll need to trick the person on the other side to get by. There will be more bandits to fight inside.

Also Check:-BG3 Interactive Map

Always look around and use the environment to your advantage in combat! Cast the Fire Bolt cantrip at exploding barrels or use Thunderwave and Shove to push enemies off of ledges. Additionally, always loot everything.

Emerald Grove

The Druid’s Grove plays a pivotal role in the Act 1 story and is next up in our Baldur’s Gate 3 Act 1 Checklist. You’ll also have another companion to recruit and important NPCs to meet for the first time. The very first time you approach the gate entrance you’ll join a fight in progress, where some goblins are attacking. Help defeat them and you’ll be allowed into the Grove. Explore and talk to as many NPCs as you can, but take special note of the ones listed below. Additionally, there are two traders here, Arron andDammon, where you can get some good starting equipment.

The Blade of Frontiers:You may recognizeWyll, as he just assisted with the fight against the goblins at the gate. Wyll is known as a hero called ‘The Blade of Frontiers’. However, he has his hidden secrets which you’ll slowly uncover. He’s currently on the hunt for a ‘devil’, which will lead you to another potential companion. Wyll’s quest leads to a powerful weapon at the End ofAct 2.

The Hollow

The Sacred Pool

The Forest in our Baldur’s Gate 3 Act 1 Checklist is a small section of the map where you can find a couple of potential animal companions, a very helpful necklace, and also pick up another tadpole. This area is between the Emerald Grove and the Blighted Village and you can reach it easily by walking directly west from the Emerald Grove waypoint.

Blighted Village

The Blighted Village has a lot going on, with resident goblins lying in wait to ambush you before you may get a chance to search the Apothecary, Blacksmith Forge, and Whispering Depths found inside. The only way to the Blighted Village is by heading directly west over the bridge. Instead of walking straight into the ambush, however, we recommend turning immediately to the left and walking the path that goes down and around the village. At the southern entrance, you can easily sneak up and surprise attack the two goblin guards. Next, sneak in and attack the other nearby goblins from stealth. This won’t get rid of all the goblins but allows you to cut down their numbers.

Permanent Bonuses

Whispering Depths

The Whispering Depths in our Baldur’s Gate 3 Act 1 Checklist is an underground cave area filled with spiders, but you’ll want to come down here for a gear piece and an important item. The smaller spiders which inhabit the caverns aren’t a huge threat. However, the Level 5 Phase Spider Matriarch at the back can be a challenge. If you can defeat her, she will drop the useful Poisoner’s Robe. Moreover,you’ll need to defeat her to safely climb down and get the Dark Amethyst, which unlocks the Necromancy of Thay.

Dark Amethyst: Once you’ve defeated the Spider Matriarch, you can climb down one of the pillars between the webbing to find theDark Amethystbelow.

The Risen Road

The Risen Road is an area directly north of the Blighted Village, and here you will find another potential companion. Additionally, our Baldur’s Gate 3 Act 1 Checklist includes several good pieces of gear in this area.

Our Fiery Friend: The Risen Road is where you will find the TieflingKarlach, the supposed ‘devil’ that Wyll is hunting and whom Anders also sent you to kill. You don’t have to bring Wyll with you when you confront her, but it’s usually best to. You’ll have to choose whether you let Wyll kill her to fulfill his contract or let her go. Killing her will eventually reward you with theInfernal Robe, but you’ll lose her as a companion. Not killing her will see Wyll punished.

Waukeen’s Rest

Next in our Baldur’s Gate 3 Act 1 Checklist is Waukeen’s Rest. It is found to the west of the Risen Road and you’ll want to initially bring Wyll along for a story quest related directly to his past. Moreover, helping the people here will reward you with your choice of weapon that is centered around Lightning Charges. Finally, you can find the entrance to the Zhentarim Hideout inside.

Zhentarim Basement

The Zhentarim Hideout is in a surprisingly large cave, and you’re able to find/purchase a variety of good gear if you played your cards right back at the cave along the Risen Road. Additionally,you can find some Infernal Iron for Karlach here, along with another entrance into the Underdark.

Mountain Pass

Githyanki: As you approach the bridge you’ll see a red dragon, and a group of githyanki down below. If you have Lae’zel in your party she will break off to go speak with them. If not, you can sneak across the bridge and you’ll have a chance to take an incredibly powerful sword from Kith’rak Voss. This is a very difficult fight, especially onHonour Mode. It’s advised to be level 5 or 6 at the highest difficulty.

Silver Sword of the Astral Plane: Normally only available in Act 3, you have a chance to get this amazing sword in Act 1!Do NOT bring Lae’zel with you in your party as you approach the bridge above the Githyanki. Additionally, you’ll need a character with the Command spell or a Command scroll. Moreover, you’ll also need to be willing to ‘save scum’ because it will probably take several tries for the spell to be successful. Check out ourGuidefor full instructions.

Goblin Camp

An incredibly important location in our Baldur’s Gate 3 Act 1 Checklist, the Goblin Camp is a major part of the Act 1 storyline. If you’ve already been to the Emerald Grove then you already know about the threat the goblins pose. There are a couple of different ways into the camp. The direct route will have you facing a group of guards at the front gate. You’ll have to convince them to let you pass or fight them all. If you defeat them, this doesn’t bring the whole camp down on you. You can enter without suspicion.

Additionally, there is a second way you can sneak in. Head further south and you should see a fallen tree you can jump onto and walk across. There will be a lot of traps to disarm when going in this back way. However, once you’re past them the goblins will assume someone else legitimately let you in.

Shattered Sanctum

Next in our Baldur’s Gate 3 Act 1 Checklist is the Shattered Sanctum, where the leaders of the Goblin horde reside. Inside you’ll find two potential companions, a couple of permanent bonuses, new NPCs, and some good gear. Additionally, there are a couple more secret areas inside you can discover, such as the Worg Pens and the Defiled Temple.

When you first enter the Shattered Sanctum you’ll have to convince some goblin guards that you’re meant to be there. Once you’re past them you’ll be free to walk around the whole interior. We recommend that you take an immediate left and head up the stairs to meet trader Roah Moonglow. Then go back down and across and up the other set of stairs on the right/east side to meet certain NPCs in order from there.

Goblin Leaders

Sunlit Wetlands

There are several noxious secrets to uncover in this seemingly beautiful, sunny area to the south of the Act 1 map. A small island that serves as a former Druid Sanctuary holds some critical information involving Kagha and the Emerald Grove. Additionally, visiting Auntie Ethel at her Riverside Teahouse is a must. Doing so will lead to surprising secrets, and a permanent bonus on our Baldur’s Gate 3 Act 1 Checklist you don’t want to miss.

The Underdark is a large underground area below the main overland Act 1 map, and there are several different ways to enter. There is a lot to see and do down here, including the Myconid Colony, the Arcane Tower, the Sussur Tree, and a Decrepit Village. Moreover, exploring the Underdark will eventually lead you to yet another location called the Grymforge.

Here are the four ways you can enter the Underdark in Baldur’s Gate 3:

This last option is probably the easiest method to access and use. Assuming you’ve been following our Baldur’s Gate 3 Act 1 Checklist and have already visited the Whispering Depths, just use the waypoint to travel directly there. Find the glowing chasm, cast Feather Fall on yourself and your allies, and jump into the Underdark.

If you haven’t made your way into the Whispering Depths yet, then use the Blighted Village waypoint to quickly return. Find the Well and climb down into the caves below. Refer to our section on the Whispering Depths for dealing the the spiders and make your way west to unlock the waypoint. Find the glowing chasm, cast Feather Fall, and jump. You’ll land north of the Selunite Outpost on the east side of the map.

Boooal’s Blessing: This bonus will grant you an Advantage on Attack rolls against Bleeding creatures, as long as there are Kuo-toa to worship BOOOAL. However, you have to permanently sacrifice a companion to gain this buff. BOOOAL is an unusually strong redcap that you may find in the Festering Cove area of the Underdark. You’ll find him and his followers on a small edge and rocky platform underneath with red exploding mushrooms.

You can also gain this buff as a temporary bonus by equipping the Sickle of BOOAL. You can get this weapon via dialogue options that question his god-hood or you can steal it from Pooldripp the Zealous. The buff will only apply to a character when the sickle is equipped.

Ebonlake Grotto

Ebonlake Grotto is an area of the Underdark that is home to the Myconid Colony, a community of humanoid mushrooms that serves as one of the quest and equipment hubs underground. With the Baldur’s Gate 3 Act 1 Checklist, you’ll find a couple of traders with good items for sale, as well as some side quests you’ll want to complete for the rewards. When you first approach the Myconid Colony you’ll be stopped by guards, but you only have to pass a 5 DC Charisma check to convince them to let you pass.

Survival Instinct: An Illithid power you can cast on an ally that will heal them if their HP reaches 0. You can gain this additional Illithid skill from Omeluum. Follow the quest Investigate the Parasite, collect the items, and return to the friendly mind-flyer. He will attempt to remove the tadpole and you will have to pass some difficulty checks to avoid some temporary conditions. In the end, Omeluum is unsuccessful and has only made the tadpole more powerful.

Selunite Outpost

Next in the Baldur’s Gate 3 Act 1 Checklist, the Selunite Outpost can be found in the bottom southeast corner of the Underdark map. While you won’t find any NPCs, traders, or quests here you’ll still want to swing by and grab several very good gear items.

Arcane Tower

The Arcane Tower is located in the southwestern corner of the Underdark map, and this mysterious place holds a lot of secrets and also some great loot. The only way to get to this area is by heading west from the Selunite Outpost, or by teleporting into the Underdark from the Mushroom circle in the Hag’s Overgrown tunnel. Be careful when approaching the tower, as when you get close there will be automatic turrets that come to life and try to stop your approach. You can use Lightning-based spells and arrows to disable them.

OurHow to Unlock the Arcane Tower Basementguide will give you a full explanation of how to fix the tower’s elevator, and how to deal with the guardians at the top.

Investigate the Parasite: Inside the Arcane Tower, you will find the Tongue of Madness and Timmask Spores that Omeluum has requested. Collect them as you are exploring the tower floors but wait until you’ve finished exploring the space before returning to the Myconid Colony with them.

Next in our Baldur’s Gate 3 Act 1 Checklist is the Grymforge. This is an essential area all players should visit because of all the additional NPCs, quests, and powerful new gear you may find. Additionally, finding the Grymforge will eventually lead you to the Adamantine Forge, the only place in Baldur’s Gate 3 where you can craft armour and weapons. You’ll start your journey to the Grymforge by visiting the Decrepit Village in the Underdark. Check ourHow to Get to the Grymforgeguide for a full walkthrough.

Crafting Items

Adamantine Forge

At the Adamantine Forge you’ll be able to craft armour/weapons, but only after finding all the pieces and defeating the giant Grym construct guarding the ancient forge. There are a total of six different pieces of gear you can choose from, however you will only have enough Mithral to craft just two items. You’ll need to choose wisely, and we have our recommendations in our fullAdamantine Gear Tier List and Craftingguide.

The Adamantine Forge: You’ve likely discovered information pointing to the location of an ancient forge and other NPCs looking for it. you may find it byfollowing these steps, which will take you to make your way across some hanging metal platforms. Additionally, before you can use the forge you will have to defeatGrym, the mechanical construct guarding it.

Rosymorn Monastery Trail

You can enter the Rosymorn Monastery Trail by following our Baldur’s Gate 3 Act 1 Checklist west from the Mountain Pass. When you click to leave the area, you’ll receive a notification that advancing could potentially lock you out of the Act 1 quest. Although the Trail is technically still a part of Act 1 and you should be able to return to other previous waypoints if you need to, spending Long Rests while in this area could conclude the Goblin Camp/Druid conflict without you if you haven’t already finished it.

Additionally, interaction with Lae’zel will encourage you to head northeast to the Creche. It’s highly recommended that you follow this track, as heading west will lead you to the Shadow-Cursed Lands. That location is the true start of Act 2 and if you click to enter, then you will no longer be able to return to any of the Act 1 maps!

Crèche Y’llek

Finally, in our Baldur’s Gate 3 Act 1 Checklist is Crèche Y’llek. It may seem very out of the way, but has a ton of story significance, great gear and weapons to find, and a major bonus to unlock. If you recruited her, you should put Lae’zel in your party before going inside. It will make your entry easier, and the events that happen in the Crèche will play a major role in her quest.

Additionally, you’ll want to be sure to visit the Infirmary where you can speak to the Doctor about your parasite problem. You can unlock a major bonus to yourIllithid powershere.

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Moreover, it’s best to avoid the Inquisitor’s Chambers until you have completed everything else in the Crèche you want to do. The events here will move the story forward.

Awakened: The Zaith’isk Chair is a Githyanki device that is supposed to be able to remove tadpole parasites. Sit in the chair first, and if you make the right dialogue choices and are successful with rolls, you’re able to end up with stronger Illithid powers.

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